varying vec3 normal;
varying vec3 lightvec;
varying float blocklight;

void main()
{
	lightvec  = normalize(gl_LightSource[0].position.xyz - vec3(gl_ModelViewMatrix * gl_Vertex));
    normal = normalize(gl_NormalMatrix * gl_Normal);
    blocklight = gl_Vertex.w;
    
	gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz,1.0);
	gl_TexCoord[0] = gl_MultiTexCoord0;
}